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star(ontrol 


Commander’s Guide 
IBM PC and Tandy 


STAR<pNTROL 


PROJECT CREDITS 


Programming: 
Fred Ford 


Design: 
Paul Reiche III 


Art Work: 
Paul Reiche II 
and Greg Johnson 


Additional Programming: 
Robert Leyland 


Additional Design: 
Greg Johnson, Fred Ford 
and Robert Leyland 


Additional Artwork: 
Erol Otus 


Manual Illustrations: 
Erol Otus 


Sound, Music and Programming: 
Kyle Freeman 


Music: 
Tommy V. Dunbar 


Sound Effects: 
Paul Peiche III 


Produced by: 
Pam Levins 


Manual: 
Larry Hall 


Play Testing: 
Jeremy Leyland, Akila Redmer, 
Mathias K. Genser, Erol Otus, 
Gregory Hammond, Pam Levins, 
Mark Voorsanger, Andy McKee 
and Fred Haslan 


Technical Assistance: 


Evan and Nicky Robinson, Ned Lerner. Merci beaucoup 
Fabrice-Bellard pour LZEXE. C’esttres bien! 


Special Thanks: 
Laurie, Arianna and Devin Reiche, Georgiann Feltz, Roland 
Kippenhan, Jason Sangermano, Peter Doctorow 
and Shelly Day. 


Inspired by the Works of Fiction of: 
Orson Scott Card, Larry Niven, Andre Norton, David Brin, 
Robert A. Heinlein, Arthur C. Clarke, Jack Vance, Alan 
Dean Foster, Keith Laumer, A.E. Van Vogt, E.E. “Doc” 
Smith, Joe Halderman, Dan Simmons, Fred Saberhagen 
and 100 worthy others. 


STAR(dNTROI- 


CONTACT WITH ALIEN 
BEINGS REPORTED 
RUMOR OF STELLAR THREAT 
CONFIRMED 


The International Press- 
Dispatch, March 12, 2612. 
By Le-Quo Garibaldi, Press- 
Dispatch Interstellar Corre­ 
spondent. 


Rumors of a hostile 
stellar threat to the earth 
and its surroundings were 
confirmed yesterday in an 
extraordinary meeting 
between a Star Control 
scout ship and a Chenjesu 
vessel near the Ceres base. 
The first message exchanged 
between the spaceships 
was as simple as it was 
shocking: 


Attention: Earth vessel. We 
are not hostile to your 
species. However, we must 
inform you of an immediate 
threat to your world and 
people. The Ur-Quan Hier­ 
archy is coming; our de­ 
fenses are crumbling. We 
need your immediate assis­ 
tance. Please respond. 


The results of the ensuing 
conference were made 


available to the International 
Press Dispatch by interstel­ 
lar lasfax. The meeting, 
held aboard the Cruiser 
SpaceDuster, lasted several 
hours. A collection of 
intergalactic journalists 
waited anxiously as the 
Chenjesu diplomats outlined 
their concerns to Star 
Control General Juan O’Reilly 
and High Provost Ivana Or- 
Kochav, Earth’s highest- 
ranking diplomat. 


Earth’s negotiators ex­ 
pressed their dismay that 
they had not been previously 
informed of the existence of 
alien forms — or the fact of 
an interstellar war between 
them. The Chenjesu replied 
that the Alliance’s Supreme 
Council hadn’t judged Earth 
strong enough to join the 
Alliance. Moreover, Earth’s 
initial position was on the far 
side of the Coreward Front. 
Only in the last few months 
has the Hierarchy ap­ 
proached our Solar System. 


star(ontrol 


RUMOR (continued) 


The Chenjesu emphasized 
that: 
• The Ur-Quan Hierarchy, a 
rigid union of the ancient 
Ur-Quan slavers and their 
minions, is on the verge 
of annihilating the Alli­ 
ance of Free Stars. 


• Alliance efforts to placate 
the Ur-Quans through 
negotiations have been in 
vain. The Hierarchy's 
representatives slew 
three Alliance diplomats 
at the conclusion of one 
particularly fruitless 
session. 


• A Hierarchy triumph 
would be a disaster for 
known space. 


The Chenjesu mediators 
told of Ur-Quan coercion of 
several unlikely races into 
the Hierarchy, of threats 
delivered to Spathi elders, 
of an active military alliance 
the likes of which has never 
seen the blackness of 
Truespace. The Chenjesu 
elders “wove crystal slivers 
of detail into their story,” as 
Ivana Or-Kochav later told the 
assembled correspondents. 


The High Provost described 
the Chenjesu intensity, 


which went well beyond the 
crackling energy fields the 
aliens commonly emanate. 
Indeed, the dramatic effect 
at times interfered with the 
Spaceduster’s control con­ 
soles. General O’Reilly 
spoke of “visible alarm in the 
aliens’ emotive electrical 
outburst.” 


A high-level Cabinet Meeting 
will be held next week in 
Calcutta, India, one of the 
United Nation’s rotating 
capitals. The Delegation 
from the Belt is presently 
afterblasting its way to­ 
wards Earth. An atmo­ 
sphere of high drama is 
almost palpable at StarCon 
HQ in Geneva. 


In the view of this reporter, 
the Chenjesu have issued a 
chilling, clarion call to Earth 
and its inhabitants. 


Table of Contents 


HOW TO INSTALL STAR CONTROL...................................................................................1 


System Requirements............................................................................................ 1 
Back Up Your Game Disks! ....................................................................................2 
Installation for a Hard Drive System......................................................................2 
Starting the Game....................................................................................................3 
Configuration: Setting Graphics, Sound, and Other Options .........................4 
How to Pass Professor Zorg’s Alien Etiquette Exam........................................6 


PLAYER CONTROLS...............................................................................................................7 


Menus..........................................................................................................................7 
Keyboard Ship Controls ...........................................................................................8 
Joystick Ship Controls ..............................................................................................8 
Other Special Controls..............................................................................................8 


EARTH’S TREATY OF ALLIANCE WITH THE FREE STARS............................................. 9 


Article One: ................................................................................................................9 
Article Two: ................................................................................................................9 
Article Three:..............................................................................................................9 
Special Clauses.......................................................................................................10 


PLAYING THE GAME...........................................................................................................11 


The Main Activity Menu .........................................................................................11 
Setting Player Options...........................................................................................11 
Control Options.......................................................................................................12 
Using Options ..........................................................................................................12 
Bulletin from ComSim Central..............................................................................13 


PRACTICE ..............................................................................................................................14 


Flying Ships in Combat...........................................................................................1 5 


MELEE ...................................................................................................................................18 


FULL GAME...........................................................................................................................35 


Selecting a Scenario .............................................................................................35 
Loading a Saved Game.........................................................................................36 
Fleet Command View.............................................................................................36 
The Rotating Starfield............................................................................................38 
Going to Combat....................................................................................................40 
Precursor Relics ....................................................................................................44 
Strategic Ship Powers...........................................................................................45 


WINNING THE GAME.........................................................................................................46 


Saving a Game in Progress.................................................................................46 


APPENDIX ONE: SCENARIO DESCRIPTIONS.................................................................47 


APPENDIX TWO: UTILITIES ...............................................................................................49 


Keyboard Configuration Utility.............................................................................49 
Scenario Editor .......................................................................................................50 


AUTHOR BIOGRAPHIES .....................................................................................................54 


TROUBLESHOOTING GUIDE...............................................................................................56 


SrAR(pNTROL 


HOW TO INSTALL 
STAR CONTROL 


Star Control™ is a science-fiction wargame which pits the 
forces of The Alliance of Free Stars against those of the 
predatory Ur-Quan Hierarchy. The game is designed so 
that you can ease into play, familiarizing yourself with 
menus, options and player controls. 


The Alliance and Hierarchy each possess seven different 
types of warships. Each vessel has its own maneuvering 
and firing characteristics, plus a unique special power that 
you can employ when circumstances dictate. 


System Requirements 


To play Star Control you need the following: 


• 
512K of memory for EGA and CGA; 


• 
64OK of memory for VGA, MCGA, and Tandy 16-color. 


• 
A blank formatted disk to save games if playing from a 
floppy drive. 


Note: An IBM AT class machine running at 8+ 
MHZ is recommended. If you have a slower 
machine, see “If You Have A Slower Machine” in 
the Configuration section below. 


Though you may play from floppy disks, we recommend that 
you install the game on a hard disk. You’ll load the game 
faster, and eliminate disk swapping. The Installation section 
describes hard disk installation. 


You can play the game in single-player or two-player mode. 
Each player can use either the keyboard or a joystick. See 
the Player Controls section below for diagrams of keyboard 
and joystick controls. 


1 


SrAR(ONTROL 


Back Up Your Game Disks! 


The program comes without on-disk copy protection. 
We highly recommend that you back up the program using 
normal DOS Copy commands (see your DOS manual). 


If your computer has a 5 1/4" -1.2 megabyte, or another 
high-capacity floppy disk drive with 720 kilobytes or more of 
storage space, you can copy Star Control onto a single 
disk. Follow your DOS instructions to format a new disk, 
then use DOS copy commands to copy all the files from 
Star Control Disk 1 and Disk 2 onto the blank, formatted, 
high-density floppy disk. 


When you’ve finished backing up, store the original disks in 
a safe place, such as a nuke-proof vault in Geneva, or 
maybe the game box. 


Installation for a Hard Drive System 


We have included a special installation utility on Disk 1 
which copies the program to your hard drive. Follow the 
installation instructions below. 


1 
Turn on your monitor and computer. 


2 
Insert Star Control Disk 1 into drive A. 


3 
At the C> prompt, type A: and press Enter. 


4 
At the A> prompt, type INSTALL and the letter of the 
drive on which you intend to install the game, followed 
by a colon. For instance, typing INSTALL C: creates a 
directory called STARCON on drive C. 


5 
Follow the on-screen directions to complete the Installa­ 
tion procedure. 


2 


Starting the Game 


From a Hard Drive System: 


1 
Turn on your computer. 


2 
At the C> prompt, type CDXSTARCON and press Enter. 


3 
Type STARCON and press Enter. 


From a Single Floppy Drive System: 


1 
Insert your DOS Disk in drive A and turn on your com­ 
puter. 


2 
At the A> prompt, replace the DOS disk with Disk 1. 


3 
To start: Type STARCON and press Enter. 


4 
The program will soon prompt you to insert Disk 2. 
You will not have to swap disks again. 


From a Dual Floppy Drive System: 


1 
Insert your DOS disk in Drive A and turn on the 
computer. 


2 
At the A> prompt, remove your DOS disk and insert 
Disk 1 in drive A. 


3 
Insert Disk 2 in drive B. 


4 
To start: Type STARCON and press Enter. You won’t 
need to swap disks during play. 


From a Single High-Capacity Disk Drive: 


1 
Turn on your computer. 


2 
Insert your Star Control disk into the drive. 


3 
At the A> prompt, type STARCON and press Enter. 


3 


star(ontrol 


Configuration: Setting Graphics, 
Sound, and Other Options 


Most likely, Star Control will run smoothly on your com­ 
puter. The program automatically detects the nature and 
presence of your system’s graphics, sound, and joystick 
hardware, then configures the combination best suited for 
your machine. 


However, in the event that you have unusual hardware [for 
example, a “compatible” sound board) Star Control may not 
recognize your equipment. To solve this problem, you can 
manually override any of the automatic configuration op­ 
tions by typing one or more command line options immedi­ 
ately after typing STARCON — but before you press Enter. 
For example, typing: 


STARCON /S:adlib 


forces the program to use Adlib sounds. You can also 
combine more than one command line option. If, for 
example, you type: 


STARCON /S:cms /G:mcga 


the program will use CMS sounds with MCGA graphics. 
Remember to put a space after STARCON, and one be­ 
tween each additional command line option. 


Command Line Options 


Sound (use one only): 
/S:mt32 
Roland MT-32 or LAPC sound 
and music 


/S:adlib 
Adlib sound and music 


/S:cms 
CMS sound and music 


/S:tandy 
Tandy 3-voice sound and music 


/S: internal 
Internal speaker sound and music 


/S:silent 
No sound and music 


4 


Graphics (use one only): 
/G:mcga 256 color VGA or MCGA graphics 


/G:ega 
16 color Enhanced Graphics 


/G:tandy 
16 color Tandy Graphics 


/G:cga 
4 color Color Graphics 


Miscellaneous: 
/spartan A “no frills" mode to allow faster play 
on slower machines 


If You Have a Slower Machine: 


Star Control works best on an AT-class computer with a 
speed of at least 8 megahertz. However, you can make 
the game run adequately on a slower computer by running 
the game in CGA mode. Use the /spartan command line 
option and turn off sound with the /S:silent command-line 
option. 


Note: Using a joystick also slows play. For best 
results, use the keyboard. 


If You Want to Automate Your Configuration 
Options: 


To make a batch file which automates your specialized 
configuration settings, follow these steps: 


1 
Type CDXSTARCON 


2 
Type copy con Play.bat and press Enter. 


3 
Type starcon /g:cga /s:internal /spartan, or your 
own configuration options, remembering to place a 
space between STARCOIM and each command line 
option. 


4 
Press FB and then Enter. 


5 
Now, each time you wish to start the game, type Play 
and then press Enter. 


5 


STAR(ONTROL 


Houv to Pass Professor Zorg’s Alien 
Etiquette Exam 


After you’ve started the game, and the title screen ap­ 
pears, press any key. The exam will appear. Use “Profes­ 
sor Zorg’s Guide to Alien Etiquette” (the codewheel) to pass 
the exam: 


1 
Read the introductory paragraph, then study the four 
alien words at the bottom of the screen. 


2 
Find the first alien word on the largest ring of the 
codewheel, the second on the middle ring, and the 
third on the smallest ring. Line the first three words 
up carefully, and find the fourth alien word on the face 
of the small wheel. Read the response printed in the 
word’s cut-out window. 


3 
Type the response on your keyboard, then press 
Enter. (In the figure below the correct response would 
be “Greet”.) 


4 
If you’ve answered the exam correctly, the Main 
Activity Menu appears. If you err in etiquette, you’ll 
have 2 more chances to read a question and supply 
the answer. 


Professor Zorg's Guide 
toAlien Etiquette™ 
f 
JH j 


You plop down in front of your computer one morning only to 
discover that in the night it has made some modifications to 
your chair. Metal restraints suddenly flick out pinning your 
limbs. A swirling hypnotic pattern forms on your display along 
with an ominous message, 
"Ogallala Ibuba Thrddash Shlupp" 
What is the proper response? 
Figure 7. ZORG EXAM 
SCREEN 


Note: Please store Professor Zorg’s codewheel in 
a safe place; without it, you cannot play the game. 


6 


PLAYER CONTROLS 


One or two players can play Star Control, using one or two 
joysticks, or just the keyboard. You can choose keyboard/ 
joystick at the Set Players Options Menu. 


Note: For simplicity of use, we refer only to the 
keyboard commands throughout this manual. 


Menus 


Most aspects of gameplay in Star Control are accessed by 
a system of menus. Each menu will list various options 
which allow you to choose & outfit ships for battle, choose 
strategic scenarios, etc. 


To select menu items with the keyboard, use the cursor 
arrow keys to highlight the one you want, then press 
Enter to select a highlighted item. 


KEYBOARD CURSOR CONTROLS 


Moves Highlight 
Selects Highlighted Option 


To select menu items with the joystick, simply move the 
joystick to highlight the one you want, then press Button 
#1 to select a highlighted item. 


JOYSTICK CURSOR CONTROLS 


(Button #1) 
Selects 


Highlighted 


LEFT ◄----------- 
RIGHT 


DOWN 


7 


star(omtrol 


Keyboard Ship Controls 


Default Flight Control 


(can be reconfigured) 


Hierachy 
Alliance 


Special 
a 
■ 


Rotate Left 
|e| 
>§888888888^ 
.§8888888888.' 


Rotate Right 
Ijj 
| 1 J 


Thrust 


<8888888888^ 
□ 


Fire 
[ c j 
LEJ 
III 


Joystick Ship Controls 


(UP/Left) 
Thrust & Rot. Left 


(UP/Right) 
Thrust & Rot. Right 


(Button #2) 


SPECIAL POWER \ [UP) 
\ Thrust 


(Button #1) 


Rot. Left 
Rot. Right 


[Hierarchy and Alliance Joystick controls are identical.) 


Other Special Controls 


Cancels last selection (in Full Game only) 


Pause/resume play 


Sound on/off 


Exit any mode of play 


8 


EARTH’S TREATY OF 
ALLIANCE WITH THE 
FREE STARS 


This document, “A Binding Consenting Concord Between 
The Alliance of Free Stars and Earth” — dated 5.2.2612, 
and signed by High Provost Ivana Or-Kochav and General 
Juan O’Reilly, for the Earth; and Commander-in-Chief Bzrrak 
Ktazzz and Secretary of Space Zeep-Zeep, for the Alliance 
of Free Stars — formalizes the mutual bond forged in the 
face of the threat posed by the evil Ur-Quan Hierarchy. 
Article One: 


Earth agrees to join immediately the Alliance of Free Stars, 
and commit its military and civilian resources to the De­ 
fense of the Alliance of Free Stars against the unbridled and 
impudent attacks of the Ur-Quan Hierarchy. Earth forfeits 
prior sovereignty and agrees to place Star Control, its 
military and diplomatic structure, under the control of 
Alliance C-in-C Bzrrak Ktazzz and Secretary of Space Zeep- 
Zeep for the duration of this agreement. The agreement 
shall remain in force for as long as the Hierarchy menace 
persists. 
Article Two: 


The Alliance of Free Stars commits itself to the defense of 
Earth against the threat posed by the forces of the Ur-Quan 
Hierarchy. Earth agrees that the Alliance’s military leaders 
are entitled to deploy Earth’s forces in a manner that best 
protects the constituent members of this federation. 
Article Three: 


The military and diplomatic commanders of the Alliance, 
and those of Star Control [now subsumed into the General 
Staff Structure], shall pool their resources and merge 
personnel. General Juan O’Reilly joins the Alliance 


9 


star(ohtrol 


Article Three (continued): 


General Staff with the rank of High Commander, Earth 
Planetary Region. High Provost Ivana Or-Kochav assumes 
the title of Assistant Undersecretary of Space. Both will sit 
on The Supreme Council of The Alliance of Free Stars, and 
vote on all key security issues which the Supreme Council 
considers. 


Special Clauses: 


Should the Alliance be defeated at the Hierarchy’s hands, 
the Concord is null and void. In case of an outright Alliance 
victory, the united Supreme Council will determine the 
appropriate steps. 


Failure to defend the Earth, or its space stations, lunar or 
belt colonies may be taken as cause by Earth for leaving the 
Alliance. 


Any deviation from this Agreement by Earth ends the 
Alliance’s obligations and Star Control will become an inde­ 
pendent entity of the sole control of the United Nations of 
Earth and surrounding environs. 


Signed This Day, 5.2.2612 in The Hall of Everlasting Peace 
and Forebearance, Headquarters of the General Staff of the 
Alliance of Free Stars. 


Zeep-Zeep 
Secretary of Space 


Ivana Or-Kochav 
High Provost 


10 


PLAYING THE GAME 


Once you’ve passed Professor Zorg’s Alien Etiquette Exam, 
you view the Main Activity Menu. This is your gateway to 
play. We suggest that you learn the ships and their capa­ 
bilities in Practice mode, then move on to Melee, facing 
your enemy in a realistic combat environment. At the Full 
Game level, you make strategic moves, such as mining, 
colonizing, fortifying, and moving your ships from star to 
star in three-dimensional space. 


The Main Activity Menu 


BEST 


CONTROL HUMAN 
USING KEYBOARD 


PRACTICE | 


MELEE | 


FULL GAME | 


SET PLAYERS| 


QUIT | 


CONTROL HUMAN 
USING: KEYBOARD 


PRACTICE FIGHTING HITH ANY THO SAIFS. 
Figure 2. MAIN ACTIVITY 
MENU 


This screen displays the primary Play options and the cur­ 
rent game setting for both Alliance and Hierarchy players. 
Select an activity by highlighting your choice and pressing 
Enter. A short description of the highlighted activity is 
printed in the text window at the bottom of the screen. 
Setting Player Options 


|7+4I^n+^>Z 
FILL1.!'"'I 


CONTROL 


♦ 
HUNAN 
I 
( 
HVMfiN 
| 


COMPUTER 
1 
<*' 


1 
—1 


COMPUTER 


CYBORG 
CYBORG 
h 


PSYTRON 
1 
PSYTRON 


USING 
RATING 


» 
KEYBOARD 
1 
STANDARD 
|« 


JOYSTICK 
1 
GOOD 
| 


ANESONE 
| 


| 
COMPUTER FIGHTS BATTLES FOR HUMAN PLAYER 
j| 


Figure 3. SET PLAYERS MENU 


11 


STAR(bhlTROL 


Setting Player Options (continued) 


When you select this option from the Main Activity Menu, 
the screen changes to show the possible game settings. 
Current settings are marked by black diamonds. When 
you’re satisfied with the settings, highlight OK, and press 
Enter to return to the Main Activity Menu. 


Control Options 


Control options determine who controls the Hierarchy and 
Alliance sides in both strategic and combat modes. Control 
options are: 


Human 
The Human player (you) totally controls the 
side, making all strategic decisions and 
fighting all battles. 


Computer 
The Computer totally controls the side. The 
computer controls ship selection in Practice 
and Melee, as well as Fleet Command in Full 
Game. 


Cyborg 
The human player makes strategic choices. 
But when battle occurs, the computer takes 
over full combat responsibility. 


Psytron 
The human player fights all battles, while the 
computer decides all strategy. 


Using Option 


For the Human, Cyborg or Psytron options, the player can 
choose whether he wishes to use keyboard or joystick 
control. 


Note: Establish the Using setting before switching 
from Human to Cyborg or Psytron. 


The Rating System 


When you set a Rating, you decide how skillfully a computer 
player controls his side. You can set the rating to Stan­ 
dard, Good or Awesome. 


12 


For Psytron and Cyborg control, Rating sets the skill with 
which the computer controls its portion of play. A player 
who can defeat an Awesome opponent in either Melee or 
Full Game is worthy of respect indeed. 


Bulletin from ComSim Central 


Dispatch from Ariloulaleelay Colonel Faffywaffy to Alliance 
Cadets: 


“All new Alliance pilots are hereby assigned to ComSim 
Central, the full-sensory simulation specially designed to 
prepare new warriors for space combat. Upon arrival, new 
pilots will be welcomed and given a tour of the facility. 


“Each new commander is heartily encouraged to review 
the characteristics of enemy craft while at ComSim. Once 
refreshed, you’ll be asked to choose a vessel (one of each 
type flown by the seven Alliance races is available) for your 
first simulated flight. 


“This is the real classroom. We’ll be monitoring your 
performance from the control room, seeing how you 
maneuver, gain attack position, and evade the enemy. 
We’ll be checking weapons selection, as well as your 
judgment in resource management. 


“Now’s the time to muff the approach, or activate your 
main weapon system a trifle late. Put your flight gear 
on, receive Tishtushi’s Blessing, and hit the flight deck 
running!!” 


13 


srAR(briTROL 


PRACTICE 


In Practice, you can match any ship against any other ship 
in combat. Whether the ships selected are from the same 
side (Hierarchy or Alliance), or whether they’re on different 
sides, you select them the same way. 


To view a ship (including technical specifications): 
Highlight the ship desired and press the spacebar. 


nBQJBBBB BFSS 


Figure 4. VIEW SHIP SCREEN 


To select a ship for Practice: Highlight the desired ship 
and press Enter. Once you’ve selected two ships, the 
display changes to the Combat Screen. 


FSMR ETSBBBBB 


UR-QUAN DREADNOUGHT 


HU6E SLOW. HERKIY WEAPON LAUNCHES FIGHTERS 


CUSmEEBBtHS 
Figure 5. SHIP SELECTION 
SCREEN 


Note: If you’ve selected Computer or Psytron 
Control for one or both sides, the computer auto­ 
matically picks a ship to fly against you. If you 
want to control ship selection, change the setting 
to Cyborg. 


14 


Flying Ships in Combat 


In practice combat, you can fight as long as you want. 
When one ship is destroyed, the battle starts anew with 
the same pair of ships. The action is interrupted only when 
one side wants to choose a new ship to fly. 


To select a new vessel to fly, press F1O, then F1, and you’ll 
return to ComSim Central. To return to the Main Menu, 
press F1O once more. 


Basics of Maneuver 


Maneuver consists of thrusting forward and rotating your 
craft left or right. You can give commands to thrust and 
turn independently, or issue them simultaneously. 


Note: Refresh your knowledge of the Ship Control 
keys by referring to the Ship Control section in the 
Getting Started portion of this manual. 


Gravity & Inertia 


Gravity attracts spaceships which have come near a planet. 
The pull increases as you approach the planet. A ship 
colliding with a planet can suffer serious damage or even be 
destroyed. 
Inertia is the tendency of an object in motion to remain in 
motion. A vessel gains inertia upon thrusting. Collisions 
result in the exchange of inertia, and affect smaller craft 
more than larger vessels. 


The Basics of Shooting 


A crucial element in shooting is the preparation which 
precedes the shot. Achieving an effective shooting posture 
requires that you keep several things in mind: 


• 
The type and range of weapon you’re firing. 


• 
The defensive capabilities of your opponent, both in 
defensive weaponry and evasive potential. 


• 
The position of other objects, such as planets and 
asteroids, which may affect either craft or the course 
of the fired weapon. 


15 


STARCpriTROL 


The Basics of Shooting (continued) 


Remember, too, that an opponent’s evasive maneuver can 
set up an unwelcome exchange of positions. A turn taken 
to avoid damage can lead to an unwelcome reversal of 
roles. 


Note: Again, consult the Ship Control section for 
a review of firing controls in keyboard and joystick 
modes. 


Taking a Hit 


When your spacecraft is struck by an enemy weapon, it 
loses crew members, shown as green dots on the Ship 
Status Display. The damage a weapon will do to a target 
depends upon the weapon's characteristics and, at times, 
the firing range. 


Destroying Enemy Ships 


You destroy an enemy ship by eliminating all of its crew 
members. A few weapons can destroy a vessel with a 
single shot, but you usually require several to finish the job. 


Special Powers 


Each vessel has an unique special power. To learn more 
about the special power of each ship, read both The 
Alliance’s Computer Reconstruction Report on the Vessels 
of the Ur-Quan Hierarchy, and The Hierarchy’s Estimation of 
the Capabilities of Alliance Warships. 


The Window Display 


The Window Display shows you the physical universe you 
occupy in Star Control. Depending on which aspect of the 
game you are currently playing, the window will display 
stars, ships, planets, asteroids, weapons and anything else 
“out there.” 


16 


Fuel Usage 


Fuel is expended by firing weapons or by using your special 
power; however, normal maneuvering is “free.” If you do 
not have enough fuel to perform an action, the word “fuel" 
on your ship's status will flash, and you must wait until you 
have regenerated enough fuel. 


Ship Status Display 


While you engage in combat, Ship Status Displays appear 
at screen right, informing you of basic facts about the two 
combatant vessels, as well as measurements of relevant 
ship status information. Check the combatants’ displays 
whenever you have a respite. 


Race Name 


Ship Silhouette 


. Fuel 
'V' Crew 
\ ' Captain’s Name 


x Captain’s Visual Display 


Figure 6. SHIP STATUS DISPLAY 


17 


STAR(bHTROL 


71 Flare Frontal Spathi Attack" 


MELEE 


True competition between the Hierarchy and the Alliance 
begins in Melee mode. In this form of play, each side has a 
fleet of seven ships — one from each alien race. Players 
for both sides take turns selecting a ship with which to 
fight. 


To pick a ship, highlight the desired vessel, and press 
Enter. If you pick the question mark, the ship will be 
chosen randomly. When a ship is destroyed, it is crossed 
off of that side’s ship roster. The player must now select a 
new ship with which to attack the enemy. 


When a player has destroyed all of his enemy’s vessels, he 
wins and is awarded a musical fanfare, a victory screen, 
and a summary of his remaining ships. 


18 


"Ur-Quan Giving Orders to Spathi” 


COMPUTER RECONSTRUCTION REPORT: H.L. 3 


ENEMY VESSEL SPECIFICATIONS SYNTHESIZED FROM 
GATHERED SPACE DEBRIS. 


Priority One Alpha, Eyes Only: Star Control General Staff 
and Earthling Cruiser Captains. 


Retrodigestive Data Disposal strongly urged. 


Issued by Division of Synthetic Special Reconstruction, 
Intergalactic Intelligence ["SSRII”) Star Control Headquar­ 
ters, Geneva, Switzerland. 


May 14, 2612. 


In the wake of the special request by Star Control Com- 
mander-in-Chief Karen Chin Singh, received by SSRII in the 
wake of the fateful meeting between the Cruiser 
SpaceDuster and the Chenjesu envoys, we have compiled 
this report (#1232.3.3.55.1/2A], detailing the findings of 


19 


STAR(ONITROL 


COMPUTER RECONSTRUCTION REPORT: H.L. 3 
(continued) 


SSRII’s computer synthesis squad. Operating under sealed 
conditions in a security lab somewhere in Europe, the 
reconstructionists meticulously examined assembled space 
debris from near and far galaxies. The object: Identify and 
analyze likely spaceships of the Ur-Quan Hierarchy. 


Each team was assigned the reconstruction of a particular 
Hierarchy race and its vessel. Their members relied upon 
a set of networked computers running state-of-the-art 
graphics and post-animation software. Working in consort, 
they painstakingly gathered fragmentary evidence of Hierar­ 
chy beings and their ships. 


The Division of Synthetic Special Reconstruction has as­ 
sembled a detailed portrait of the civilization, structure, and 
technological attainments of each subject race: 


RACE: UR-QUAN 


The Ur-Quan race is the oldest in known space. Ur-Quans 
are a slaving race with a rigid social order that includes the 
numbering of each Ur-Quan unit. Such structured classifi­ 
cation reveals the hierarchical essence of this ancient 
species. SSRII’s attempts to quantify the specifics of Ur- 
Quan ranking were in vain. 


Ur-Quan technology is very advanced, and the Ur-Quan 
temperament is expressed in the careful cultivation and 
exploitation of squads of interstellar agents funnelling intelli­ 
gence to their masters. 


The Ur-Quans’ appearance is interesting, given the race’s 
essentially predatory disposition. Resembling a giant cater­ 
pillar, a fully-grown Ur-Quan is formed of a segmented body­ 
tube ten meters long and two meters in diameter. The Ur- 
Quan equivalent of a face is rich in sensory organs. The 
tubed creatures are clawed, which allows them to cling 
tenaciously to the roped ceilings of their dreaded 
Dreadnought craft. 


20 


The Ur-Quan uses a particularly striking means of trans­ 
species communication. The “Talking Pets”, an Ur-Quan 
invention genetically engineered for the purpose, telepathi­ 
cally interpret Ur-Quan commands into the spoken lan­ 
guages of subordinate species, and reverse the procedure 
when receiving extra-special transmissions. 


The Ur-Quan live to subjugate lower species; war is their 
raison d’etre and their inspiration. They treat the other 
members of the Hierarchy as serf-races, bowed to the 
master’s will and fearing his predictable wrath. 


SHIP: THE UR-QUAIM DREADNOUGHT 


The Ur-Quan Dreadnought is the single most devastating 
ship in known space. Alternately termed “Planetary Siege 
Units”, a single specimen of this feared ship has succeeded 
in subduing and enslaving entire worlds. A sole Ur-Quan 
commands each Dreadnought, manipulating heterogeneous 
crews assembled from the Hierarchy’s slave races. 


The central Dreadnought weapon is a long-range fusion bolt 
of immense destructive capability. A ship may fall to a 
single well-aimed bolt. 


The Dreadnought can also launch a small squadron of self­ 
motivated fighters, which systematically seek out enemy 
vessels and autonomously fire short-range lasers. These 
special fighters are of limited range, however, and return to 
the mother ship after each sortie. Left in space, they 
expire. 


The Dreadnought’s chief liability is its mediocre turning 
speed - a chink, not a fatal flaw, in its awesome armor. 


RACE: MYCON 


Our researchers were partially baffled when confronting the 
fragmentary remains of Mycons. The Mycons are bright 
fungus men possessing an obscure set of behavioral aes­ 
thetics and motivated by unknown factors. 


Mycons reproduce by belching clouds of minute spore 
particles into the atmosphere; when the particles come to 


21 


STAR(briTROL 


RACE: MYCON (continued) 
rest on a living being, they affix themselves and start to 
grow. When the DNA dust lands on a Mycon, the genetic 
materials are mixed; otherwise, a clone of the Mycon 
sporer is created. By bathing themselves in concentrated 
radiations, the creatures induce collective budding and the 
replacement of lost crew members. Hence the term: 
Mycon Regeneration. 


No doubt exists as to the slavish loyalty of the Mycons to 
their Ur-Quan masters. Having joined the Hierarchy in an 
act of free will, the Mycons show fungal fanaticism in their 
wholesale adoption of Ur-Quan aims. 


SHIP: THE MYCON PODSHIP 


Mycon Podships rely upon a tracking Plasmoid, a ball of 
coalesced energy which uses a highly-developed tracking 
system to lock on to, and home in on, a target. Deadly at 
close range, the Mycon Plasmoid is diffused as it travels 
longer distances. 


The Mycons have the amazing ability to regenerate their 
crew. A podship must have full power to begin regenerat­ 
ing crew, however; completion of the regenerating act adds 
four furious fungal fighters to a podship’s crew. 


RACE: ILWRATH 


This Hierarchy race epitomizes evil. The llwrath are 
spiderlike creatures committed to an absolute religion, 
llwrath piety dictates a devotion to a frightening higher 
calling. An llwrath crew receives spiritual endorsement in 
the accomplishment of vicious surprise attacks. Moreover, 
llwrathian faith opposes the taking of prisoners. 


Given the race’s devotion to war, the alliance with the Ur- 
Quans is entirely natural. However, fragmentary recon­ 
struction of one Ur-Quan - llwrath summit dialogue shows 
that even Ur-Quans show restraint in the face of a belliger­ 
ent faith. One multilingual Ur-Quan Talking Pet inscribed 
the following note in shorthand, deciphered by SSRII’s 
interstellar linguist: 


22 


“llwrath hospitality best accepted in small doses. Dinner fit 
for a spider. Entertainment a grisly TELEVDR recap of 
annihilation of Chenjesus. Most enjoyable.” 


SHIP: THE ILWRATH AVENGER 


The llwrath Avenger maneuvers effortlessly. The Avenger 
relies upon the deadly HeliFire Blast, which is potent at 
short range. 


The Avenger’s unique cloaking powers render the ship 
invisible. Combined with the Avenger’s aggressive instincts, 
this stealth capability makes the Avenger the ideal attack 
weapon. 


The Avenger’s maximum speed doesn’t match that of the 
Alliance’s best ships. This weakness is concealed, how­ 
ever, unless enemy vessels remove themselves from the 
Hellfire Blast’s effective range. Rumors suggest that 
Avenger crews chant a death spell after successful battle, 
contorting their spidery forms into joyful frenzies and parox­ 
ysms of unearthly pleasure. 


RACE: VUX (Very Ugly Xenoform) 


The process of synthetic reconstruction of the VUX pro­ 
duced evidence of a plodding, homely race whose dedica­ 
tion to duty is matched only by its temperamental outlook. 
The VUX is a bipedal assemblage of an octopus and a slug, 
and has inherited the least appealing features of both. 
With its single, unblinking eye, the VUX is sensitive to wide- 
spectrum EMR, and well-adapted to the low-light environ­ 
ment of its home world. 


The VUX’s physical repulsiveness is matched by technologi­ 
cal advances and enormous linguistic-perceptive powers. 
This language translation ability allowed one VUX ship to 
intercept the communications of one Cruiser’s commander, 
who had just sighted the VUX on his laser display. The 
Captain’s offhand remark about VUXian looks led to a 
severe Xenoform backlash. The offended VUX, nursing 
a sense of collective insult, soon attached itself to the 
Hierarchy. 


23 


star(omtrol 


RACE: VUX (continued) 


To this day, the VUX find pleasure in repaying the Earthling 
insult; their crews’ unblinking eyes glisten in unison at the 
sight of a sizzling Cruiser which has taken the force of a 
VUX laser full-bore. 


Nonetheless, SSRII’s resident Socioanthropsychs claim that 
the VUX’s hostility may not be engraved in duralloy. They 
urge future overtures towards the VUX once the Alliance 
smashes the Hierarchy threat. 


SHIP: THE VUX INTRUDER 


The VUX Intruder carries a sole, monstrous optical laser 
that burns through several meters of duralloy in a few 
seconds. The craft’s stasis-pulse battery, with its enor­ 
mous capacity, powers the optical laser. 


The Intruders are capable of appearing in Truespace adja­ 
cent to any enemy vessel; the crews’ navigational abilities 
make the sneak attack a favorite tactic of these bipedal 
nasties. 


An additional Intruder offensive weapon is the “Limpet”, 
which launches inside a protective cocoon which automati­ 
cally targets enemy vessels. Upon nearing a target, the 
cocoon cracks, releasing the limpet to clamp down upon 
the enemy vessel’s hull. The combination of inflicted 
damage and added mass decreases a starship’s maneuver­ 
ability. Only after battle can a damaged ship remove the 
offending limpets. 


24 


"Removing VUX Limpets After a Battle" 


RACE: ANDROSYNTH 


SSRII employed a special team of Socioanthropsychs to 
analyze the Androsynths, which are humanoid clones. This 
race of renegade clones has been a thorn in the side of 
Star Control since it “emigrated” in the year 2535, shortly 
after physics experiments in which a team of Eurasian 
scientists subjected the clones to a series of cruel experi­ 
ments. The resultant Hamburg revolt — in which the 
captive clones seized effective control of the Baltic port for 
a time — collapsed, spurring the Androsynths to seek 
haven in space. 


Androsynth “animosity” towards Earthlings is well-docu­ 
mented; the clones’ wellspring of emotion has fueled 
seventy-seven years of hostility. They adhere to Ur-Quan 
discipline gladly, as the Hierarchy’s warmongering sates 
the Androsynth’s lust for revenge. 


25 


star(ontrol 


RACE: ANDROSYNTH (continued) 


Many an Earthling cruiser with an uncluttered laser display 
has flown on full-alert in regions where Androsynth Guard­ 
ians have occasionally been sighted. The thought of an 
undetected, glittering Guardian in the neighborhood has 
spurred some cruiser captains to pulverize asteroids in 
hallucinations known in the flying fraternity as ‘clone fever’. 


SHIP: THE ANDROSYNTH GUARDIAN 


The Androsynth Guardian consists of a strange layering of 
blue glass and platinum metal alloys. Its structure reflects 
the clones' obsession with aesthetics; in the words of one 
of the SSRII team, the Androsynths are the “fashion design 
engineers of space warfare.” The ship’s design may be 
intended to lull an opponent into fatal complacency. 


The ship’s main weapon is a molecular acid-based blob, 
which is released in multiples and follows an erratic homing 
pattern to an enemy vessel. The chaotic tracking path 
baffles opponents’ defensive measures. 


Guardian commanders can give orders in battle to collapse 
a ship into a solid ball, simultaneously engaging a set of 
powerful thrusters. The transformed vessel then hurls 
itself at an enemy at terrifying speeds, causing enormous 
damage if impact occurs. An Androsynth vessel in ‘comet’ 
form and carrying full fuel can hold its curled shape for a 
substantial period; a Guardian low on fuel returns to its 
normal shape more quickly. 


The principle Guardian flaw is its slothful speed in normal 
configuration. The ship cannot easily escape a fleet pur­ 
suer; this defect probably explains the evolution of the 
Androsynths special power. 


RACE: SPATH I 


The Spathi is an odd creature, resembling a panicked 
mollusk. These naked space clams have leathery skin, and 
a slimy interior which is known to ooze through their pores 
when a Spathi is alarmed (a frequent occurrence). Stubby 


26 


pincers and bulging, unblinking eyeballs mounted on multiple 
stalks complete the makeup of this timid creature. 


Socioanthropsychs frame a stark portrait of the Spathi 
outlook: creative, committed cowardice. The Spathis joined 
the Hierarchy only to escape the Ur-Quans chilling threat of 
annihilation. 


The Spathis’ aversion to combat may explain why their 
spacecraft are so crowded with crew members. Our 
combat experts assure us that a Spathi perishes from 
fright for each slain in combat. 


SHIP: THE SPATHI DISCRIMINATOR 


The Spathi spacecraft, the Discriminator, is designed with 
fear in mind — Spathi fear, that is. The vessel is heavily- 
armored, and built to decoy enemy fire away from the crew­ 
containing sections. The latter swarm with frightened 
Spathis. 


Nonetheless, the Discriminator is fast and agile, a charac­ 
teristic which led one Earthling crew to nickname the craft 
the “space jitterbug.” Discriminators dodge most enemy 
weapons. 


The Spathi crew fires a small missile when flying towards an 
opponent. The Discriminator preference is the worthy 
B.U.T.T. (Backwards Utilizing Tracking Torpedo), a powerful 
missile that fires directly backwards. 


RACE: UMGAH 


The Umgah are blobbish creatures consisting of three main 
body parts: mouths, eyes and tentacles. Their heightened 
sensory appendages do not compensate for an appearance 
which, in the words of a tired SSRII syntho-reconstructionist, 
“gives the VUX a run for their starbucks.” 


The Umgah are marked by an unusual sense of humor, a 
cosmic wittiness fitted to their bizarre appearance. 
Umgahs regard their participation in the Ur-Quan Hierarchy 


27 


star(ohtrol 


RACE: UMGAH (continued] 


with bemusement, and the conflict between the Hierarchy 
and the Alliance as an ongoing intergalactic prank. Bore­ 
dom, as ever, motivates all creatures to feats of deadly 
purpose. 


SHIP: THE UMGAH DRONE 


The Umgah fly an anti-matter cone whose profile, when 
analyzed, projects forward. The Drone’s navigational atti­ 
tude can be maintained indefinitely without loss of power, 
and lets the ship be both weapon and shield against incom­ 
ing missiles. 


Enemy vessels entering the Umgah Drone’s anti-matter 
cone take immediate, often fatal, damage. 


The Umgah rely on a phenomenal retro-propulsion system 
which hurls the ship backwards with terrific force, endan­ 
gering any enemy vessels sucked into the anti-matter cone. 
Retro-propulsion drains great amounts of energy; however, 
the Drone’s power is unilaterally restored after a prolonged 
delay in which the Umgah are noticeably vulnerable. 


Commence Retrodigestive Data Disposal — Security Ex­ 
perts, Division of Special Synthetic Reconstruction, Interga­ 
lactic Intelligence. 


DECRYPTION OF AN UR-QUAN TRANSMISSION: 
AN ESTIMATION OF THE CAPABILITIES OF 
ALLIANCE WARSHIPS 


JUNE, 2612. 


Ur-Quan Dreadnought Report, 
Talking Pet Transcription 


A review of the abilities of Ships of the Alliance of Free 
Stars demonstrate an inferior capability — underpowered 
vessels of primitive technology lacking in armor, and com­ 
manded by specimens of inferior races. 


Of all the Alliance races, only the crystal-based culture of 
the Chenjesu Broodhome offers a serious test to Hierarchy 


28 


commanders. Dreadnoughts are hereby instructed to 
obliterate the upstarts at every opportunity, sparing none. 
Associated Hierarchy members: Your well-being depends 
upon the faithful execution of Ur-Quan directives. Failure to 
eliminate Alliance ships will result in severe and immediate 
censure! 


CHENJESU 


The Chenjesu are the most potent of the Alliance races. 
Crystalline in substance, existing on electric energy, they 
control both electrical and crystalline life forms. The 
Chenjesu is a philosopher-race; their highest achievement is 
“The Book of Bzzbezzu Kzaaz,” no better than a fourth-eon 
Ur-Quan Quardmaster’s ruminations. 


The Chenjesu operate a marginal defense establishment by 
Ur-Quan standards. In Alliance terms, the crystal-produc­ 
ing creatures are wizards, their Broodhome warship the 
proof of an advanced society. The Broodhome fires large 
crystalline life forms, a large crystal which fragments upon 
Chenjesu command and the D.O.G.I., which home in on a 
target and endeavor to steal its energy by sucking it out 
through the hull. Broodhome crew manufacture D.O.G.I.’s 
on board. 


Though its maneuverability is limited, the vessel is relatively 
powerful. The Chenjesu Broodhome carries a sizable crew 
and a plentiful supply of fuel. 


Summary: A race of rudimentary accomplishments, by the 
standards of Ur-Quan society. Still, Chenjesu Broodhomes 
may pose some threat to lesser Hierarchy vessels. 


YEHAT 


The Yehat are peculiar arboreal creatures who pride them­ 
selves on their association with the wild Shofixti. Yehats 
operate out of energized nebula which Dreadnoughts have 
rarely entered. Unlike most of the cowards of the Alliance, 
Yehats will not unilaterally flee at the sight of a Hierarchy 
vessel. 


29 


star(ohtrol 


YEHAT (continued) 


Yehats fly a strange, darting ship, the Terminator, carrying 
a high-energy force shield to provide immunity against 
enemy attack. The Terminators’ shield derives from the 
race’s electro-nebular origins. 


When activated, the shield reduces the effectiveness of the 
ship’s main weapon — an energy missile released from a 
pulse cannon. Astonished Dreadnought commanders have 
reported the absorption of moderate damage from the vine- 
climbing-Yehats’ vessel. The Terminator is usually dis­ 
patched by the actions of a pair of Dreadnought fighters on 
special mission. 


Summary: Primitive but proud, the Yehat violates the basic 
rule of the Alliance: turn tail when a worthy Hierarchy 
vessel blips onto a laser display. Beware of the 
Terminator’s pulse cannon. 


MMRNMHRM 


The Mmrnmhrm are a consonantal, robotic race with an 
almost admirable level of technological attainment — for a 
member of the Alliance, anyway. These fragments of metal 
disks fear vowels nearly as much as they do a Dreadnought 
closing in at full-bore. 


ProtoQuotoSynthetic assembly of a captured, splattered 
Mmrnmhrm indicates evolution from a technologically 
competent progenitor. This ancestral imprint may explain 
why a member of an essentially laggard confederation has 
developed a nearly clever ship. The “X-Form” appears in 
one of two guises: a blocky, slow vessel which fires a laser, 
and a quick, fighter-profile form which tries to counter 
Hierarchy weapons with a missile. Mmrnmhrm captains 
switch forms to save their craft, or, occasionally, to mount 
a surprise charge. 


Summary: An almost interesting robot race offering a 
modest technological challenge. Still, Mmrnmhrm X-Forms 
are fodder to Dreadnought commanders who observe 
carefully their metamorphic tricks. 


30 


ARILOULALEELAY 


A race of space elves, the Ariloulaleelay are mischievous 
creatures. Previously tormentors of the human race, they 
fly the Skiff, a small vessel with respectable turning speed. 
The Skiff’s propulsion system features a novelty among 
Alliance crafts, inertia-less drive. Skiffs accelerate with 
infinite thrust, and cease forward motion upon command. 


The Arilou ships fire auto-aim lasers, and can teleport out 
of danger. The resulting hyper-jump whisks a threatened 
Skiff randomly out of contact with an enemy. Occasionally, 
the hyper-jumps result in the spectacle of a Skiff’s instant 
destruction upon collision with an unexpected astral body. 


Summary: The Arilous will attempt to avert inevitable doom 
by utilizing inertial-less drive and multiple teleporting. Hier­ 
archy commanders, eliminate Skiffs before they resort to 
these devices. 


SYREEN 


This race of humanoid females lacks a home world and 
resorts to the cultivation of garden-like starbases scattered 
throughout space. Since Syreens are barred from recruit­ 
ing from colonies, they resort to seizing “volunteers” from 
colony worlds which they conquer. Syreens rely upon 
weapons of allure and hypnosis to achieve their wicked 
Alliance aims. 


Syreens fly a rocket ship, the “Penetrator”, powerful by 
Alliance standards, and rated QT1+ by the Hierarchy’s 
Offense Analysts. The Penetrator carries a full complement 
of wily Syreens; though the Penetrator fires a puny missile, 
it prefers the Syreen Song. A Penetrator’s Captain acti­ 
vates the Song at close range, setting up a hypnosis field 
designed to lure enemy crew from their ships via airlocks. 
When successful, this nefarious ploy depletes nearly all an 
enemy’s crew — but for a sole holdout. The Syreens then 
attempt to kill the undermanned ship with a rapid missile 
strike. 


31 


star(ohtrol 


Talking Pets recorded this exchange of an unsuccessful 
crew transfer between an Earthling Cruiser and a Syreen 
Penetrator: 


Earthling Cruiser Zybernaught loaned a Syreen Penetrator 
six crew members in an exchange approved by the 
Alliance’s Commander-in-Chief. This experiment used the 
flexible humanoids as a test for possible multilateral crew 
exchanges between Alliance races. Zybernaught’s Captain 
Zeke Zlniovic reported no difficulty recruiting volunteers for 
the exchange program. ‘They lined up to board the transfer 
vessel. I had to separate a few of the boys who got caught 
up in hormonal overload’. The transfer was effected, and 
after a few days, a strange thing occurred: Volunteers 
began to send distress calls from the Penetrator hostess 
ship. Requests to return were issued almost hourly, until 
the Cruiser’s Space Dinghy was sent to take three volun­ 
teers back to the mother ship. When the dinghy docked, 
the returned lads entered the main crew compartment 
gingerly. Unshaven, bleary-eyed and staggering, they imme­ 
diately sought out the Cruiser’s dispensary. Captain Ziniovic 
immediately radioed the Penetrator hostess ship, demand­ 
ing the return of the remaining volunteers. The 
Penetrator’s response: ‘Volunteers happy here, talk to you 
tomorrow’. 


Summary: Commanders, you are hereby instructed to 
reject the melodic inducements of the Syreens. Keep a 
reasonable distance from the Penetrator and destroy. 


EARTHLING 


Ur-Quan ProtoQuotoSynthetic reconstruction enjoyed the 
process of assembling a profile of this amusing creature. 
Earthlings are erect hominids who believe themselves to be 
technologically advanced. In fact, the human race is mired 
in the mentality and tools of the early post-Atomic age. Its 
representatives alternate between threat and appease­ 
ment. Its art is post-primitive, its system of government a 
model of inefficiency featuring an archaic system of organi­ 
zation — “bureaucracy,” believed to induce submission in 
defiant individuals. 


32 


“Syreen with Hypnotized Crew” 


The human ship, the Earthling Cruiser, is a ponderous 
vessel. The Cruisers are a product of 20th Century Ameri­ 
can technology. Still manufactured in Detroit, Michigan, in 
Middle America, the Cruisers are one part Soviet booster, 
one part Star Wars gadgets, and one part discarded auto­ 
mobile parts. Powered by surplus Proton boosters, the 
Cruisers are slow and vulnerable (Androsynths enjoy picking 
them off for sport). 


The Earthling Cruiser employs heat-seeking tactical nuclear 
weapons. Its crew is multinational and operates under the 
direct control of Star Control, Earth’s military defense 
organization. 


The Cruiser favors its Point Defense Laser, adapted from 
antiquated U.S.A. Star Wars technology. The P.D.L. auto­ 
targets and destroys incoming missiles at short range; our 
missiles should evade this primitive laser easily. 


33 


STAR (b NT RO L 


EARTHLING (continued) 


The Alliance commanders keep Star Control under close 
watch, having witnessed disasters such as the Earthling- 
Syreen crew exchange and the accidental detonation of a 
tactical “nuke” near an unsuspecting fleet of Arilou Skiffs. 


Summary: Hierarchy commanders, dispense with Earthling 
Cruisers without mercy and without delay. 


SHOFIXTI 


This primitive species of marsupial samurais has been 
raised from the bottom by Yehat tutoring. The Yehats, out 
of perceived kinship for a wild race, transmitted some basic 
technologies to the Shofixti — enough to make them worthy 
of Alliance membership. The Shofixti practice Yehat Ances­ 
tor Worship. 


The Shofixti possess a quality noticeably lacking in much of 
the Alliance: bravery. Whether the Yehats imprinted this 
attribute on the Shofixti personality — or whether it is a 
result of the beasts’ inherent state — it serves them well in 
battle. Shofixti captains reveal a fearless samurai attitude 
in combat, zipping in and out of action like an Ur-quan in a 
sky full of Syreens. 


The Shofixti fly Scouts, tiny vessels which deliver an energy 
dart capable of inflicting minor damage at a reasonable 
range. When faced with failure, Shofixti frequently activate 
a “Glory” self-destruct weapon which may destroy an enemy 
vessel when activated at close range. 


Summary: Do not underestimate the Shofixti Scout. Loyal 
creatures willing to pay the ultimate price for the Alliance. 


34 


FULL GAME 


Full Game combines strategic play with arcade-action com­ 
bat. You develop resources, build colonies, purchase ships, 
fortify stars, and plot moves through space while your 
opponent is carrying out a similar set of actions. Both 
sides compete to achieve superior strategic position, so 
that combat occurs on advantageous terms. 


Play is divided into turns, alternating between Hierarchy and 
Alliance. On a player’s turn he can perform three (3) ac­ 
tions, such as moving a ship, building a new ship, or devel­ 
oping a mine or colony. 


The game ends when one player fulfills his side’s victory 
conditions. Total destruction of the enemy always results in 
a victory, though not necessarily the easiest victory. 


Selecting a Scenario 


A ,v?: 'ft 


CONTROL HUNRN • ♦ 
* CONTROL HUNRN 


OSINO: KEYBOARD 
USING KEYBORRO 


,*BEGW?<r';S"lock"] 
ESCALATION 
I TOTAL k|AR | 


FIRST ENCOUNTER | THt /$RT OF h|RR | PROUING GROUND | 


EXTERMINATE’ | 
ONSLAUGHT 
| COUNTER ^TTRCI [ 


LOAD SAUED GAME | 


A LONE SCREEN HOST PREUENT /jNDROSYNTH DEPLOYXNT. 
Figure 7. SCENARIO 
SELECTION MENU 


To play Full Game, select Full Game from the Main Activity 
Menu. When the Scenario Selection Menu appears, high­ 
light and select one of the nine pre-set scenarios that come 
with the game. (See diagram above.) 


Wait until the Fleet Command View appears. The first 
player is then prompted to begin his or her move. (For a 
more detailed description of scenarios, see Appendix 1.) 


35 


star(omtrol 


Loading a Saved Game 


To load a saved game, highlight and select Load Saved 
Game from the Scenario Selection menu. When the Saved 
Game Selection menu appears, highlight and select one of 
the currently saved games to play. Wait for the Fleet 
Command View to appear. 


Figure 8. SAVED GAME 
SELECTION SCREEN 


Note: Loading a saved game does not alter player 
settings. Establish these settings before loading a 
game. 


Fleet Command View 


□nee you have selected a Full Game scenario, you move to 
the Fleet Command View [shown above). In the center of 
the screen, you view a rotating starfield. 
At screen right, you view a commander’s display: Fleet 
List, Orders Window and Status Display. 


Figure 9. FLEET 
COMMAND VIEW 


Fleet 
Orders 
Moves Remaining 


36 


The Fleet List 


The Fleet List displays the ships presently in your fleet, their 
type and name. When it is your turn, the first ship in the 
Fleet List is highlighted and flashes in the rotating star 
cluster. The Ship Icon which appears next to each ship’s 
name illustrates its shape and provides a visual identity. 
The name of each ship captain is displayed next to each 
ship. 


Orders Window 


The Orders Window, which appears beneath the Fleet List, 
shows you the move options in your present turn. To select 
an active, colored, orders option, highlight and select as 
you would any other menu item. 


When an exciting event occurs, such as establishing a mine 
or destroying a colony, this window displays an animated 
reenactment of the event. 


Remaining Actions 


The three-buttoned Actions Indicator at the bottom of the 
Orders Window indicates the number of actions available in 
the present turn. 


Commission Window 


The Commission Window, which appears when you high­ 
light the starbase in the Fleet List, shows you how many 
St? 
you currently have — as well as available ships to 


buy, names and cost. 


Status Display (Review) 


The Ship Status Display appears during combat, and is the 
same as that visible in Practice and Melee. 


Note: You can interrupt any animation in Full 
Game simply by pressing a key. You can interrupt 
the graphic even during an opponent’s turn. 


37 


STAR<bHTROL 


The Rotating Starfield 


The rotating starfield is a spatial world, multi-dimensional 
and moving about a vertical axis. It takes some time before 
your eyes adjust to this environment, as your view con­ 
stantly changes. 


Stars 
Stars are colored according to the kind of planets which 
orbit them. Unexplored stars are indicated in blue. When 
you move a ship to an unexplored star it changes color. A 
purple star indicates a mineral planet, a green star a 
colonizable planet, and a gray star a dead planet. 


Mineral Worlds 


Mineral worlds are hot, heavy, dense planets and contain 
metals, ores, sulphurs and other compounds which may be 
exploited for mining. When these minerals are prosessed, 
they generate starbucks which allow you to build and power 
new ships. 


Life Worlds 


Life worlds are green and temperate planets resembling 
the Earth. They contain plenty of water and oxygen, and 
are ideal locations for a race to build colonies. 


Dead Worlds 


Dead worlds are rocky wastes which never possessed 
atmospheres - or had them obliterated in some cosmic 
calamity. A dead world can be fortified by a resourceful 
planner. 


Ships 


The number of ships each player starts with depends on 
the scenario chosen (see Appendix 1: Scenario Descrip­ 
tions). If you have a starbase, you can buy new ships, and 
can have up to seven ships in your fleet. 


Starbases 


A starbase is a large, slow-moving space station at which 
you can build new starships. 


38 


Note: We recommend that you guard starbases 
with at least one combat vessel. An undefended 
starbase is automatically destroyed if any enemy 
ship reaches it. 


Installations 


A primary activity in the Full Game is building installations 
which aid the player in conquering star clusters: 


_ I 


□ 
— 


* 
+‘ 


□ 


¥ 


Y 
J 


■ 
+ 


♦ 


7 


*.♦ 


Colonies O 
Fortifications □ 
Mines + 


Figure 1O. THE ROTATING 
STARFIELD 


Colonies 


A colony, established on a life world, provides a place for a 
ship to recruit new members to replace those lost in com­ 
bat. Colonies also speed ship movement, since moving 
from a colony world does not cost an action. This benefit 
does not apply to Starbases. 


Mines 


Mines, established on mineral worlds, earn the side devel­ 
oping that world’s resources Starbucks at a rate of one per 
turn (your starbase also generates one Starbuck per turn). 


Fortifications 


You establish fortifications as a defensive web through 
which no single ship can pass or easily destroy (with the 
exception of the Arilou Skiff and the Ur-Quan dreadnought). 
Fortifications protect colonies and mines, and may block an 
attack route to a starbase. 


39 


STAR(bHTROL 


Fortifications (continued) 


Should a single ship move into a fortification, it is stuck. To 
free it, it must successfully besiege or be joined by a sec­ 
ond ship which will automatically destroy the fort at the end 
of the turn. 


Destroying Enemy Installations 


You destroy an undefended enemy colony, mine or fortifica­ 
tion by moving onto it with any ship. Alternately, if you 
defeat all enemy ships in battle which are guarding an 
installation, you automatically destroy it. In some sce­ 
narios, complete destruction of one type of installation may 
result in the victory of your side. 


Going to Combat 


When a player completes his turn and has moved ships to 
stars containing one of more enemy ships, a battle ensues 
for each star under contention. For each battle, the Com­ 
bat Transition Screen appears (shown below). Press any 
key to begin the battle. 


Figure 7 7. COMBAT 
TRANSITION SCREEN 


Note: In battles with multiple ships, the attacker’s 
ships fight in the order they land on the star, while 
the defender’s ships are selected to fight at 
random. 


40 


Selecting a Ship to Command 


To select a ship to command in Full Game, highlight that 
ship’s name and select it. Now use the ship to build fortifi­ 
cations, establish a mine or colony, or move to another star. 


Giving Orders 


When you want to give orders, scan the orders which apply 
to the currently-selected ship in the Orders Window. High­ 
light one of the active Orders options (the word’s color 
indicates if it is available), and select. To cancel the order 
option, press the space bar. 


Some orders are carried out in one step; others, such as 
Build or Move, require additional steps to complete the 
command. Orders “in progress” are specially colored. 


IMPORTANT NOTE: If you choose to build an 
installation (colony, mine or fortification), but 
interrupt during construction with a new order, all 
work on that new installation will be lost. 


Moving a Ship 


To move a ship, follow these steps: 


1 
Highlight the ship in the Fleet List that you wish to 
move, then press Enter; 


2 
Highlight Move in the Orders Window, then press 
Enter; 


3 
When the Space Spines appear, observe the direction 
that each extends, then move the Cursor keys or the 
joystick to highlight the Spine extending in the desired 
direction; 


4 
Press Enter to confirm the selection. 


5 
If you have actions remaining in your present turn, you 
may select Move again to jump to another star. 


Note: As with all other commands, Move uses 
only one action, except for moving a starbase, 
which requires that you use all 3 moves in a turn. 


41 


STAR(br'ITROL 


Colonize 


To colonize, you require a life world and two turns. Then 
select the ship you wish to build the colony with, and select 
Colonize from the Orders Window. Once a colony is estab­ 
lished, friendly races may recruit from it. 


Mine 


You can build a mine only in a purple, mineral star system. 
To do so, select a ship, then select Mine from the Orders 
Window. A mine’s construction require two turns. A mine, 
once established, generates one starbuck per turn. 


Build 


You can build a new ship at your starbase. When you 
choose Build, a highlight appears in the Commission List at 
the top of the screen. Move the highlight to the ship de­ 
sired, and press Enter (but only if you have the required 
Starbucks). 


Figure 12. COMMISSION 
MENU 


Ships whose expense exceeds your current funds, or which 
are not available in a given scenario, are marked N/A or 
shaded and are not selectable. 


Note: A fleet can hold no more than seven ships 
and a starbase at any given time; see the section 
on Scuttling for replacing ships when the limit has 
been reached. 


42 


Recruit 


You can recruit to replace crew members lost in combat. 
Select Recruit, and your ship will regain its maximum crew 
level. Syreen ships are not permitted to recruit. 


Fortify 


You can choose Fortify from the Orders window to build a 
defensive web through which a typical enemy cannot pass. 
As with colonies and mines, the raising of a fortification 
requires two turns. 


Besiege 


You can besiege enemy fortifications, and if successful, the 
fort is instantly destroyed. Your vessel can then move on. 
To besiege, highlight and select Besiege from the Orders 
menu. 


Note: When a vessel besieges a fort, it has a 
10% chance of destroying it. An exception is the 
Ur-quan Dreadnought, which has a 33.3% 
chance. 


Scuttle 


You can scuttle one of your fleet's ships (useful when you 
wish to replace one vessel in a full fleet) by highlighting the 
ship to be scuttled, then highlighting and selecting Scuttle 
in the Orders menu. You can only scuttle when you already 
have seven (7) ships. 


Passing A Turn 


Passing ends your turn. Highlight and select Pass in the 
Orders Window. 


43 


star(ohtrol 


Precursor Relics 


In Full Game, you can discover Precursor* knowledge 
tablets containing the imprint of valuable technological 
relics. These are age-old, still-functional devices left in 
stasis cubbies by the Precursor cultures. 


There is random chance you may find a Precursor tablet 
each time that your ship lands on an unexplored star. 
When your ship finds a relic, it is added to the ship’s struc­ 
ture. The vessel immediately improves in an area of ship 
performance. 


* The Precursors inhabited space approximately 
3OO,OOO years ago. Both their origins and subse­ 
quent demise are shrouded in mystery. 


Whenever you gain a precursor tablet, the relic is indicated 
by a silhouetted letter which appears on the discovering 
ship. The letters and improvements are: 
H 


H 
H 


Fuel Packs Attached. Your ship’s maximum fuel 
is now increased. 


Crew Pods Added. You now have increased 
crew capacity, but to gain more crew you must 
recruit at a colony. 


Dynamo Attached. Improves fuel regeneration. 


Thrusters Added. Improves acceleration and 
maximum velocity. 


Control Jets Attached. Improves turning. 


44 


Strategic Ship Powers 


Four of the 14 vessels in the game possess special 
strategic powers: 


Ur-Quan Fort Destruction 


A single Ur-Quan vessel is able to destroy fortifications by 
itself, without besieging. To do so, an Ur-Quan must simply 
end its turn at an enemy fort. 


Mycon growing new Crew 


Mycon Crew Regeneration 


Mycon ships regenerate crew after each battle. Once a 
battle is concluded, and play returns to the Fleet Command 
View, a Mycon ship regains its full crew complement. 


Arilou Fortifications Immunity 


The Ariloulaleelay have the remarkable ability to use 
their Skiff’s hyperdrive shunt to pass through enemy 
fortifications. 


45 


STAR(bNTROL 


Syreen Crew Replenishment 


The Syreen, barred from recruiting normally, can nonethe­ 
less add crew to their Penetrators by conquering enemy 
colonies and seizing residents. Doing so raises the 
Syreen’s crew complement to its maximum. 
WINNING THE GAME 


You win a Full Game when you fulfill any one of the victory 
conditions outlined in the Scenario Descriptions in Appendix 
One. You always win a game by destroying the enemy’s 
starbase and ships. When you win, you are awarded a 
musical fanfare, a victory screen, and a summary of your 
remaining forces. You then return to the Main Activity 
Menu. 
Saving a Game in Progress 


Figure 13. SAVE 
GAME MENU 


To save a Full Game in progress (while in Fleet Command 
View only): 


1 
Press F7. 


2 
If running from a floppy disk, insert a formatted disk 
into the disk drive. 


3 
Select a number from 1-9 to identify the saved game, 
and type it. 


4 
Type a name for the saved game, then press Enter. 


5 
When the save is complete, you return to the Fleet 
Command View. 


46 


Fighter Pilot “Considering Its Options 


APPENDIX ONE: 
SCENARIO DESCRIPTIONS 


Scenario One: Beginner’s Luck. An introductory scenario 
in which you learn to establish forts and mines; few ships 
and stars are found. Either side is victorious when its 
forces completely destroy the enemy. 


Scenario Two: First Encounter. The two sides square off 
with modest, evenly-balanced forces. A moderate number 
of stars populate space. You colonize and build ships, and 
win by achieving total destruction of enemy forces. 


Scenario Three: Exterminate! The Shofixti — starting 
with a few colonies, a starbase, and six ships — confront 
an Ur-Quan foe with a sole fortified colony and a single 
Dreadnought. The Hierarchy player wins win by destroying 
all enemy colonies or eliminating all enemy forces; the 
Shofixti must kill the Ur-Quan Dreadnought. 


47 


star(omtrol 


Scenario Four: Escalation. Each side starts with a single 
starbase, 25 starbucks, and no ships. Use your cunning, 
expanding slowly and building fortifications. Also possible: a 
“blitzkrieg” against the opponent’s starbase. You win by 
completely destroying the enemy. 


Scenario Five: The Art of War. Both players begin with a 
limited number of ships. An overall balance of forces 
exists; however, Art of War features a series of individual 
matchups that contrast individual ships’ strengths and 
weaknesses. Win by destroying the enemy’s starbase. 


Scenario Six: Onslaught. A Dreadnought Armada, unat­ 
tached to any starbase (thus without ship-building powers), 
rampages through an Alliance stronghold. The Ur-Quans 
capitalize on an initial advantage to destroy Alliance ships, 
mines and colonies. If Alliance forces survive to build new 
ships, they try to tilt the odds against the Dreadnoughts. 
Alliance victory occurs with the destruction of all Ur-Quan 
ships. 


Scenario Seven: Total War. An enhancement of Melee 
mode, Total War pits the seven Hierarchy vessels against 
the full roster of Alliance ships. There are no starbases, so 
neither side can build new vessels. The player who colo­ 
nizes, explores and fortifies most effectively gains the upper 
hand. Win by total destruction of the foe. 


Scenario Eight: Spathi Lesson. Their Ur-Quan masters 
have sent the Spathi to destroy a Mmrnmhrm mining 
outpost. The Hierarchy side wins if the Spathi pulverize all 
Mmrnmhrm mines; the Alliance must eliminate all Hierar­ 
chy ships to triumph. 


Scenario Nine: CounterAttack. This time, the Hierarchy 
is on the defensive as Alliance vessels invade Ur-Quan 
space. The Alliance has money and a lone Chenjesu ship. 
The Hierarchy have ships and income from mines, but no 
money. You must destroy the enemy to win. 


48 


APPENDIX TWO: UTILITIES 
Star Control comes with two separate utility programs to 
allow you to customize game play even further. You cannot 
use these utilities on the original disks. If you want to 
change scenarios or the keyboard configuration, use these 
utilities on your copy disks of Star Control. 
Keyboard Configuration Utility 


The Keyboard Configuration Utility — Keys.exe — lets you 
reconfigure the keys you’ll use as the control keys in Star 
Control. 


1 
Boot your computer as normal. 


2 
Type CDXStarcon and press Enter. 


3 
Type keys and press Enter. 


The following screen appears: 


■| Star Control(ta) Keyboard Conf t jurat low h 


WIN FEMI 


Fl. Pick new control keys for playing Star Castrol 
rZ. ley JukIi* - Expert Kit with key coabiutiou 
F3. Isformtios os keyboard coafijaratioa 
Fll. Heit to BOS 


Carrent ley Selections 


Hiliaace 
Hierarchy 


light 
t,l 
Right 
I3l 


Thrust 
I.I 
Thrust (41 


Fire 
l/l 
Fire 
(5) 


(Press a function key to choose an optioji). 
Figure 14. KEYBOARD 
CONFIGURATION SCREEN 


F3 
S 


Select a new keyboard layout. 


To experiment with the different keyboard 
combinations. 


To bring up a general information screen. 


To exit the program. 


When you press F1 to change the keyboard layout, you are 
given the option of changing the Hierarchy or the Alliance 
controls. Press the corresponding function key to select 
your option. 


49 


STAR(ONTROL 


Keyboard Configuration Utility 
(continued) 


After you've selected your keys, you'll be prompted whether 
to redo them. Press N to keep them, or press Y to 
change them again. 


To save the new keyboard configurations, press F7 at the 
control keys menu. 


Scenario Editor 


The Scenario Editor Utility — Edit.exe — allows you to 
modify the scenarios which came with the game, and even 
create new scenarios entirely of your own design. 


1 
Boot your computer as normal. 


2 
Type CDXStarcon and press Enter. 


3 
Type Edit and press Enter. 


There are four (4) screens of settings. You can change to 
a new page of settings by highlighting Menu and pressing 
Enter. To change any setting, highlight it and press Enter. 


If the setting has multiple options, such as a selection of 
ships, each time you press Enter the selection will change 
to the next option. 


If the setting is a number, you are prompted to change the 
value when you press Enter. Pressing Enter again con­ 
firms the new value. Pressing Esc cancels your changes 
and restores the setting's original value. 


If the setting is a block of text, you may overwrite the text 
when you press Enter. Pressing the arrow keys moves 
the cursor within the block of text. Pressing Insert inserts 
a blank space in front of the cursor. Pressing Delete 
deletes the character at the cursor. Pressing Enter a 
second time confirms the new text. Pressing Esc cancels 
your changes and restores the setting’s original text. 


50 


Pressing F1 at any time will prompt you to load a 
pre-existent scenario. There are only nine (9) 
usable scenarios at any one time. If you wish to 
restore the scenarios to their original condition, 
copy the scenario files from your original Star 
Control disks. 


Prompts you to save the current settings as one 
of the nine (9) current scenarios. 


Clears all settings. 


Quits to DOS. 


Descriptions Menu 


Figure 15. DESCRIPTIONS 
MENU 


Title: 
Add your own title here. 


Blurb: 
A one line description of the scenario 


First Move: 
Toggles between Hierarchy and 
Alliance 


Random Events: 
If yes is selected, Precursor relics will 
be distributed randomly. 


Description: 
Here you can enter a full blown 
description. 


51 


STAR(bHTROL 


Hierarchy Menu 


■f Star Control Scewrio Nltor f- 


Item: 
Niemrchy 


Fleet Coaposition: 


StnrBase No 
StarBucks 8 
Ship 1 
- None - 
Near 


Ship 2 
- None - 
Near 


Ship 3 
- None - 
Near 


Ship ,4 
- None - 
Near 


Ship 5 
- None 
- 
Near 


Ship 6 
- None - 
Near 


Ship 7 
- None - 
Near 


To Uin: 


Destroy StarBase 
No 


Destroy All Colonies 
No 
Total 8 


Destroy All Nines 
No 


Available for hirchase: 


l)r-Quan Yes 
Nycon Yes 
Spathi Yes 
ftndrosyiith Yes 


UUX 
Yes 


Ilurath Yes 
Uagah Yes 


—| Use Arrows to Iteve ENTER,to change Fl-load F7-Save FS-Neo F18-Qait |” 


Fleet Composition is composed of several fields which can 


Figure 16. HIERARCHY MENU 


be changed. 


Starbase: 
Toggles between Yes (the hierarchy 
starts with a starbase) and No (they 
don't have a starbase]. 


Starbucks: 
Enter the amount of Starbucks to 
begin with. 


Ships 1-7: 
Select the ships for the scenario. For 
each ship, pressing Enter toggles 
between the seven possible for the 
Hierarchy. 


Near, Intermediate, 
Far, Anywhere: 
Placement of the ship in relation to the 
their end of the star cluster. 


Value XX: 
This field cannot be changed. It is for 
informative purposes only, and lists the 
cost of all the selected ships. 


To Win: 
Determines what the goals of the 
scenario are, if any, in addition to total 
destruction 


With the following 3 conditions for victory, remember 
this: Even if you set all 3 at Yes, you only need to fulfill 
one to win the game. 


52 


Destroy Starbase: 


Destroy All 
Colonies: 


Yes or No 


Yes or No 


Destroy 
All Mines: 
Yes or No 


Available for 
Purchase: 
Determines what ships can be bought 
in this scenario using Starbucks. 


For each ship, press Enter to toggle between Yes (the ship 
can be purchased) and No (the ship cannot be purchased). 


Alliance Menu 


Same features as listed above for the Hierarchy. 


Star Cluster Menu 


Figure 17. STAR CLUSTER 
MENU 


Stars in each Hemisphere: For each of the types, enter 
the number of stars to begin the scenario with. Notice that 
you can begin the scenario with colonies or mines already 
started (as well as being fortified). At least 2 stars are 
required for play. The maximum number of stars in a 
scenario is 50. 


Note: If you select zero life or mineral stars, you 
cannot colonize or mine within the scenario (un­ 
less you begin with colonized or mined stars). 


53 


STAR(bnTROL 


AUTHOR BIOGRAPHIES 


When Fred Ford left high school, he aspired to be a sci­ 
ence fiction writer. He also wanted to eat regularly. Fred’s 
first programming job was developing neat games of which 
you’ve never heard for neat Japanese computers of which 
you’ve never heard. 


Then, Fred unpacked his box of office stuff. This may not 
sound threatening to the uninitiated, but within a month 
Fred’s employers had gone out of business. Fred packed 
up his box and moved on. Each time that Fred and his box 
arrived at a new office, things went well until he unpacked 
his box. Then a Gypsy curse was activated, and the com­ 
pany and Fred soon parted ways. Sometimes the company 
survived, and sometimes it did not. 


About the time Fred unpacked his box at Island Graphics 
Corporation (where he authored award-winning UNIX soft­ 
ware), Paul Reiche III signed with Accolade to develop 
several original games. Paul had previously authored Ar­ 
chon, Archon II — Adept, World Tour Golf, and other 
games for Electronic Arts. 


Perhaps the curse of the box of office stuff is caused by the 
flat dead lizard-on-a-stick which Fred keeps in his box. It 
might be something deeper in the box, something more 
sinister...or it could be related to Fred’s tendency to 
breathe through his eye. 


54 


One week after Fred had unpacked his box at Island Graph­ 
ics, the dreaded Gypsy curse returned. So he joined Paul 
Reiche at “Toys for Bob”, a software cooperative located in 
Marin County, California, bringing the box with him. In the 
eighteen months of development of Star Control, Paul has 
checked daily to be sure that nothing — not one thing — 
has left that box. 


Greg Johnson (Starflight I & II, Caveman Ughlympics) and 
Robert Leyland (Murder on the Zinderneuf), who share the 
Toys for Bob office, contributed loads to help Star Control 
evolve into its present form. So, if you don’t like the game, 
blame them! 


55 


star(omtrol 


TROUBLESHOOTING GUIDE 


If you have any questions about Star Control, and you can’t 
find the answers in the manual, our Customer Support folks 
can help. You can call us at 4O8-296-84OO between 9 
a.m and 5 p.m. Pacific Time, or write to Accolade Cus­ 
tomer Support, 550 S. Winchester Blvd., San Jose, CA 
95128, or leave a message for us on CompuServe (type 
GO GAMEPUB and leave a message for Accolade 
76004,21 32). 


Please be sitting in front of your computer when you call, 
and have the following information handy: your computer’s 
brand and model (XT, AT, PS/2, etc.), the amount of 
memory (RAM), what peripherals are attached, the type of 
graphics card and monitor, what disk size you use (5 1/4", 
3 1/2"), the contents of your CONFIG.SYS and 
AUTOEXEC.BAT files. 


Please read the following section before calling us, as it 
might solve any problems you may have. 


If Your Game Doesn’t Load Properly 


First, please re-read the manual and try the instructions 
again step by step. One misstep can blow the whole thing. 
If it still doesn’t load, check your Autoexec.bat file for 
memory resident utility programs (menu programs such as 


1 Dir+ and PC Shell; utilities such as Sidekick and PCTools; 
disk caching programs such as PC Cache and Lightning) 
and remove them. Our games are greedy and don’t like to 
share memory with these products. 


Also: check your Config.sys file for device drivers which 
could cause problems — such as an expanded memory 
driver for RAM disks. 


To find these DOS files, type CD C:\ at the C> prompt. 
Then type either TYPE AUTOEXEC.BAT or TYPE 
CONFIG.SYS — if the files are there, the info will scroll onto 
the screen. If you suspect that a program listed there is 
causing problems, try one of these solutions: 


56 


• 
Reboot your system with a “clean” DOS disk from the 
A> prompt. A clean DOS disk is a disk bootable with no 
Autoexec.bat or Config.sys files (see your DOS manual 
for details), then proceed with normal game instruc­ 
tions. 


• 
Temporarily rename these two files (refer to your DOS 
manual for specifics], and reboot your system. 


If You Get Garbled Graphics (or none at all): 


If you load the program and nothing appears on your 
screen (or what does appear, seems garbled), you may 
need to specify the proper graphics type for your system. 
• 
Check your hardware manual to make sure your com­ 
puter can run this game. 


• 
Re-read the Configuration: Setting Graphics, Sound 
and Other Options section, and make sure you’ve 
specified the correct graphics option for your com­ 
puter. 


If you have one of the supported sound boards, but get no 
sound or introductory music: 
• 
Make sure you’ve typed in the correct parameter when 
you started the program. Remember to put a space 
between the graphics parameter and the sound board 
name i.e., STARCON /S:ADLIB. 


• 
Check to make sure the sound board is properly seated 
in its slot. 


If you have a joystick connected, but it doesn’t work: 
• 
Double-check to make sure it’s plugged into your 
computer. 


• 
Restart the program and try selecting the joystick 
option again. 


• 
If you’ve selected either the Cyborg or Psytron Control 
before selecting the joystick option, you need to re­ 
select Human player, then choose joystick as the input 
device, then select either Cyborg or Psytron again. 


• 
Run the program again, but leave the joystick centered 
until the Professor Zorg exam, because it is being 
calibrated. 


57 


STAR (pPITROL 


□ 


WARRANTY 
X90 


z 


ACCOLADE CUSTOMER SERVICE: (408) 296-8400 


If you need help with this — or any other — Accolade product, please give us a 
call between the hours of 8am and 5pm [Pacific Standard Time], Be sure you 
are at your computer when you call. We’ll do everything we can to solve your 
problem or answer your question. Or write to us at: 


Accolade 


Attn: Customer Service 


550 S. Winchester Blvd., Suite 200 


San Jose, CA 95128 


DO YOU WANT TO BACK-UP YOUR DISK? 


We know you're concerned about disk damage or failure. So feel free to make 
a back up of the game. See your computer manual for details about saving 
disks. If you lose the off-disk copy protection scheme, please send us $15 and 
we’ll send you a new one. If it’s destroyed, send us the remains, and we’ll give 
you a replacement. 


YOUR DISK CARRIES A 90-DAY WARRANTY 


Accolade, Inc. warrants for a period of 90 days from the date of purchase by 
the original purchaser of the Software that the recording medium on which it is 
recorded will be free from defects in materials and workmanship. Defective 
media which has not been subjected to misuse, excessive wear or damage due 
to carelessness may be returned during the 90-day period without charge. 
After the 90-day period, defective media may be replaced in the United States 
for $10 (plus 7.25% sales tax if the purchaser resides in California). Make 
checks payable to Accolade, Inc. and return to the address above. (To speed 
up processing, return only the disk, not other materials.) 


LICENSE AGREEMENT and LEGAL MUMBO JUMBO 


This computer software product (the “Software”) and the user manual are 
provided to the Customer under license from Accolade, Inc. and are subject to 
the following terms and conditions, to which the Customer agrees by opening 
the package of the Software and user manual and/or using the Software. 
Granting of this license does not transfer any right, title or interest in the 
Software or the user manual to the Customer except as expressly set forth in 
this License Agreement. 


The software and the user manual are copyrighted 1990 by Accolade, Inc. All 
rights are reserved. Neither the Software nor the user manual may be 
duplicated or copied for any reason. The customer may not transfer or resell 
the Software or user manual. All registered trademarks and names are 
properties of their respective owners. 


The remedies provided above are the Customer’s sole and exclusive remedies. 
In no event shall Accolade, Inc. be liable for any direct, indirect, special, 
incidental or consequential damages with respect to the Software or the user 
manual. Except as provided above, Accolade, Inc. makes no warranties, either 
express or implied, with respect to the Software or the user manual, and 
expressly disclaims all implied warranties, including, without limitation, the 
warranty of merchantability and of fitness for a particular purpose. 


\ rmi \ r^n. 


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The best in entertainment software. 


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